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Advanced Rendering

Andreas EkbomMarcos ArizpeConfigura/Steelcase

• Master in Computer Science

• R&D Developer @ Configura since 2005

• Works at Configura Gothenburg office

• Loves woodworking, photography and

general geeky stuff.

• Industrial Designer

• Visualizer for 3 years at Steelcase

• Currently a designer specialized in

visualization

• Loves art, philosophy and hiking.

ADVANCED

RENDERING

• Photography and Rendering are basically the same

thing, only different tools are used.

• Like professional photography it requires attention to detail, creativity and time.

• 80-90% of the works should happen before you hit the render button.

ELEMENTS OF A GOOD IMAGE

IMAGE COMPOSITION

• Field of view (FOV) / Perspective

• Camera placement & direction

• Image aspect

• Framing

FIELD OF VIEW• Wide FOV tends to look distorted

• Changing FOV can change the size of

the background relative to the subject

• Aim for “human” FOV (40-60 deg)

• Wide for tight spaces

CAMERA PLACEMENT

• Try keeping pitch angle close to 0.

• Will keep vertical lines, vertical.

• Human perspective instead of birds-eye

IMAGE ASPECT & RESOLUTION

• Target aspect

• Cropping

• Portrait/Landscape

• Enough resolution for target

• Viewing size vs. physical size

• Scale down/up

• Render time proportional to pixel count

COMPOSITION TIPS

• Break synthetic alignment & symmetries

• Add imperfections

• Dirt, dust, scrap and clutter!

Dynamic range

• The range of colors from darkest black to purest white that can be

recorded and stored.

Histogram

Dynamic range - contrast

Low Contrast

Narrow use of

the availible

dynamic range

High Contrast

Use all of the

availible

dynamic range

HDR

• High Dynamic Range

• Increases dynamic range

• ��� � 2��~80000� ������� ���������� �����

• ��� � 2��~17����������� �����

• Overexposed details can be recovered

Overexposed areas

HDR LDR

VISUALIZATION WORKFLOW

BUILDING UP THE SHELL

• Better to start with a closed space.

• Add as much detail as possible.

• Don’t forget about the ceiling!

APPLYING MATERIALS

Reflection

Bump

• Replace standard materials with materials from Material Library

• Tweak material as necessary

• Experiment!

PERSPECTIVE AND CAMERA ANGLE

• In closed spaces emissive light

is not enough.

• Natural light (window light)

works best.

• Add light sources where

needed.

LIGHTING

• Even if you don’t have windows

in your building you can put

freestanding walls with windows

lights.

TIP!

INCREASING THE QUALITY OF THE RENDERING

HIGH QUALITY. CUSTOM, VERY HIGH, QUALITY.

More shadow detail

POST PROCESSING

• Keep it minimal.

• Rendering must look “good” without post

processing. Use it to enhance colors/contrast.

• Some tools:

• Focus

• Vignette

AFTERBEFORE

Not realistic angle

Lack of realistic

materials

Ceiling and other

walls are missing

Realistic materials

(reflections, bump)

Boring lightning

Human perspective

More, better props

Overall better

composition

2 light sources

Details like writing on

whiteboard added in

Post-production.

Symmetry can add

balance to the image

Reflective materials

ADVANCED RENDERINGVISUALIZATION GIVES YOU THE OPPORTUNITY OF SEEING YOURSELF IN

THE PRODUCT YOU ARE CREATING

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